Let's say if I need to use it to more than one thing, if Machine.on == true and love.keypressed(key) then Machine.on = not Machine.on end It seems I have missed something. How do I use it like a return true when I hit a certain key? would if Machine.on == true and love.keypressed(key) then Machine....

'snip' He could also replace if signature = true then print(signaturetext) else print("Error: Signature Not Found") end with if signature == true then print(signaturetext) else print("Error: Signature Not Found") end To not get an error. though um... If he wanted to control whether signaturetext pr...

The rules you use aren't the same as in the tutorial: if Tile.Alive and NeighborsAlive <= 3 then World[X][Y].Alive = false end if not Tile.Alive and NeighborsAlive >= 5 then World[X][Y].Alive = true end Yeah I played with it until it...

Played with some of the possibilities: noise3.png Right as I was writing this, you responded. I wasn't treating the edges as alive. Something weird I think, I had the 45% thing switched. But it might have been more than that.... If someone wants the source code. Here it is. (Copied directly, sorry i...

to simplify the 2 link: 1) create an implementations of life like cellular automata algorithm (Conway's game of life) 2) Apply a s345678b5678 rule (cells survive if they have 3 or more neighbors and are born with 5 or more) 3) Run the algorithm for about 5 steps on a noise in winch about 45% of the...

Actually that second link is exactly what I was imagining my end product of what the terrain generation would look like for cliff faces and ground. I'm not sure how I can implement it into seamless procedural generation, but it's definitely a good start. Can't wait to translate the code. Although, I...

I see, using the 3 dimensional noise and a seed as a Z is pretty clever. Looks like a good base, though a little too random for my taste. I could probably think of some things to make a clump of mountain tiles be together, and surround and all water tiles with sand, and keep mountain tiles away from...

So, for the past few days. I've been frantically looking for methods on procedural generation and random generation. To be honest, I've found so much stuff on island generation, Dungeon and cave generation, and generation for platformer games. (Some of it is pretty interesting) So I tried to sit dow...